Upload Seedance CG videos for G030_polar_night_td

#196
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+ {
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+ "task_id_input": "G030_cg_001",
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+ "game_id": "G030_polar_night_td",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "afb1c66f441925bfe2cc70d2aac23beec58462cfe17d45af8644da7689968546",
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+ "status": "success",
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+ "request": {
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+ "model": "bytedance/seedance-2",
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+ "input": {
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 极夜降临\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 极夜降临(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(第一日昼建造期)之前,每局一次\n- - 内容与角色场景:北炉镇全景——太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长老钳合上电闸\n- - 资产对应:暖炉核心、发电机、聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日昼建造期;自然播完 → 进入第一日昼建造期\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入第一日昼建造期\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "duration": 10
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+ "started_at": "2026-10-19T08:57:54.288780+00:00",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 极夜降临\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 极夜降临(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(第一日昼建造期)之前,每局一次\\\\n- - 内容与角色场景:北炉镇全景——太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长老钳合上电闸\\\\n- - 资产对应:暖炉核心、发电机、聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日昼建造期;自然播完 → 进入第一日昼建造期\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第一日昼建造期\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "finished_at": "2026-10-19T09:04:00.369706+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 寒潮\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\n- - 触发时机:第三夜攻势期开始时,每局一次\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\n- - 状态一致:播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入第三夜攻势\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "reference_video_urls": [],
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+ "return_last_frame": false,
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+ "generate_audio": false,
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+ "aspect_ratio": "16:9",
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+ "duration": 6
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+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 寒潮\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:第三夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\\\\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第三夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 寒潮\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:第三夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\\\\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第三夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792401343301-sn60hvmhrj.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_003__seedance20.native.mp4",
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+ "finished_at": "2026-10-19T09:15:58.254657+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 日出·全镇存活\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 日出·全镇存活(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 成立且核心 HP ≥60%、结算面板出现之前,每局一次\n- - 内容与角色场景:地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\n- - 状态一致:仅在真实 V01 且核心 HP ≥60% 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入胜利结算\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "finished_at": "2026-10-19T09:21:52.733650+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 日出·残火南迁\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入胜利结算\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "reference_video_urls": [],
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+ "reference_audio_urls": [],
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+ "return_last_frame": false,
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+ "generate_audio": false,
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+ "resolution": "720p",
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+ "aspect_ratio": "16:9",
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+ "duration": 8
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+ }
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+ "started_at": "2026-10-19T09:21:53.853614+00:00",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·残火南迁\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\\\\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·残火南迁\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\\\\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792401923758-3jamgs5uip6.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_005__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_005__seedance20.mp4",
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+ "finished_at": "2026-10-19T09:25:32.509663+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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